|
[click for CV in PDF form] Reel breakdown follows below
Plate 1 - Furry Vengeance Furry Vengeance represented a unique
challenge and a great opportunity to put all that I had learned to use in forming a character
production unit from the ground up, in a very short period of time. FuriousFX was looking for a person to take
the studio from having had no character work, to 20 fully photoreal, furry CG animals, in less than 6 months.
It was such an enormous challenge that I couldn't turn it down.
At Blue Sky, we used a robust procedural rigging system which allowed us to break up the rigging process into very fine parts.
On Ice Age 3, our system allowed us to remove the task of setting up the control rig from a CTD's character duty, and instead
allow that artist to focus on the deformation--the art--of character setup. I handled the creation of every control network
for each new character in the film, including these two monsters.
The T-Rex didn't have a speaking role, and its face was therefore a lot less complex than that of characters which did. But it had the
procedural jaw rig which I had authored based on a previous design, for Horton Hears a Who.
The Gazelle and the Elk Baby are actually the same rig. Back when I was building them in 2005, we had no variant system in place in our pipeline.
So I build the variant system instead of rigging the same character three (or more) times. A variant system built into the pipeline is one I am always
in favor of when doing creature work, as recycling is always better than building from scratch every time. No need to reinvent the wheel.
Getting to build dinosaurs was an awesome part of working on IA3. Most of my time was eaten up with pipeline management and dealing with the
procedural networks used by the whole department, but I did get to fully rig this trio of new characters for the film. All of the deformation
work is my own, along with the underlying control rig and some of the components that was built with. And of course, this is actually one rig.
During the production, I sat with Peter De Seve, the character designer for Ice Age, and we sculpted the mom and the kid trike, using the dad
as a starting point and the rig as a tool. A great example of how variant systems can be leveraged to save insane amounts of time, while still creating
unique assets.
This shot of Whoville represents a lot of development work for me. Though the reins of the massive variant system we deployed in that film were
not in my hands, the underlying design of it and the way it fit into the pipeline were my work. Also, the Who character rigs were all based on early
pre-production work I had done on the Mayor of Whoville, along with Sang Jun Lee, the character designer on Horton Hears a Who, and some of the
animation department's very brightest.
I spent probably a year staring at the Mayor of Whoville. Along with Horton, he was the star of the film, and the testbed and primary example of
a group of new technologies that we had to develop in order to meet the needs of the artistic vision for the film. His face is an amalgam of dozens of procedurally
driven joints and several hundred blendshapes. Getting the irises alone to function the way we wanted took endless months of work and meetings and
talking with other departments and experiments and failures and writing of thousands of lines of code.
Horton was the most difficult character of the film to develop. About 10 different people directly worked on his rig, not counting the dozens of animators
and other artists who had input. I did a bit of work on his mouth, but the reason I put this into the reel is because of his ears. The ears ended up
getting used, comically, as hats by several animators, half a dozen times in the film. This was made possible by the Bendo Rigs which had been installed into
the ears, allowing them to be quickly sculpted on the fly into all sorts of unusual configurations. A few other technologies I authored and/or designed are
present in this rig, as well: the iris rig, the eye squash rig, the jaw rig, and the denture rig. |
|